BBCF/Jubei/Frame Data

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System Data[edit]

Health: 11,000
Combo Rate: 60%
Prejump: 4
Backdash Time 28 / Invul: 1-7
Movement Options

Double Jump, 1 Air Dash, Short Jump, Dash type: Run


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5A 300 CSJR 100 80 Normal All 1 B 6 2 13 -3 11 12 12 9 - Click!
5B 500 SJR 100 89 Long Mid 3 B 8 3 16 -2 16 17 17 11 - Click!
5C 570*2 S(J)R 100 92 Long Mid 4 B 12 3(8)3 19 -3 18 19 19, 23 12 - Click!
2A 300 CSR 100 80 Normal All 1 F 7 3 13 -3 11 12 12 9 - Click!
2B 550 SR 90 89 Long Low 3 F 9 3 12 +2 16 17 17 11 - Click!
2C 660 SJR 90 82 Long Mid 4 B 12 6 17+16L - 18 Launch 28 12 10-15 H Click!
3C 550*2 S(J)R 90 82 Long Mid, Low 4 F 13 3(11)3 21 -5 18 19, Launch 26 12 - Click!
6A
Catch
- - - - - - - - - - 36 - - - - X-1/+1 3-12 Catch HBF Click!
  • Catches Mid strikes
  • On successful catch, automatically cancels into 6A Attack
6A
Attack
1200 SR 50 92 Very Short Mid 4 B 9 4 14 1 18 21 60 20 1-12 All Click!
6B
Catch
- - - - - - - - - - 36 - - - - X-1/+1 3-12 Catch HBF Click!
  • Catches Low strikes
  • On successful catch, automatically cancels into 6B Attack
6B
Attack
800*2 SJR 90 92 Normal Low, Mid 4 F, B 9 3(3)3 19 -3 18 Stagger 29, Launch 40 12 1-11 All Click!
  • Fatal Counter
6C 800 SR 70 92 Normal High 4 B 25 3 18 -2 18 19 19 12 7-27 FT Click!
  • Fatal Counter
  • Bonus proration 110%
j.A 300*2 (C)SJR 80 80 Normal High/Air 1 H 8 2(6)2 14 - 11 12 14 9 - Click!
j.B 600 SJR 80 85 Long High/Air, All 2 H 10 2(6)3 18 - 13 14 19, 26 10 - Click!
j.C 700*2 SJR 80 89 Long High/Air 3 H 13 2(9)2 14 - 16 17 21 11 - Click!
j.2C 800 S(J)R 80 89 Long High/Air 3 H 10 3 20 - 16 17 17 11 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
5D 300, 880 R 80 92 Normal Mid 4 B 18 10 30 -9 [+2] 18
[18, 18]
19 19, 19 + Slide 34 0/+12/+24,+12
[0/+12,+12/+24,+12]
- Click!
  • Values in [] are during OD
  • 2nd hit only occurs if 1st hits [hits/is blocked] opponent, startup 25F after 1st hit, active 3F
  • On hit [hit/block], goes into unique recovery animation 53F
j.D 300, 880 R 80 92 Normal All 4 H 16 Until L 33 - 18
[18, 18]
19 19, 19 + Slide 34 0/+12/+24,+12
[0/+12,+12/+24,+12]
- Click!
  • Values in [] are during OD
  • 2nd hit only occurs if 1st hits [hits/is blocked] opponent, startup 25F after 1st hit, active 3F
  • On hit [hit/block], goes into unique recovery animation 53F
j.6D 300, 880 R 80 92 Normal All 4 H 16 Until L 33 - 18
[18, 18]
19 19, 19 + Slide 34 0/+12/+24,+12
[0/+12,+12/+24,+12]
- Click!
  • Values in [] are during OD
  • 2nd hit only occurs if 1st hits [hits/is blocked] opponent, startup 25F after 1st hit, active 3F
  • On hit [hit/block], goes into unique recovery animation 53F
D
during Lotus
550*4 R 80 92 Long All 4 D* 28 [20] 10,10,10,10 17 - 18 Launch 40 0/+0/+2 - Click!
  • Values in [] are during OD
  • Can alter angle by holding up/down.
  • Press button to select formation.
  • Attack starts up ??F after pressing button.
  • Slowest startup is 48F.
  • Can only be used once per jump

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Forward Throw 0*2, 1500 SR 100 50 (Once) Normal Throw(70) 0*2, 4 T 7 3 23 - - Launch 60 + Down 24 0*2, 8 - Click!
  • Minimum Damage 100%
Back Throw 0, 500, 1000 SR 100 50 (Once) Normal Throw(70) 0, 4*2 T 7 3 23 - - Launch 60 + Down 24 0, 8*2 - Click!
  • Minimum Damage 100%
Air Throw 0, 1500 SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23+3L - - - 60 0/-11 - Click!
  • Minimum Damage 100%
Counter Assault 0 R 50 92 Very Short All 4 B 13 3 30 -14 18 Launch 19 12 1-20 All Click!
CrushTrigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 80 B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 80 B 30~61 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Fissuring Slash
236A
600*2, 900 R 80 94 Long All 3 B 13 2(4)2(10)3 11+7L -4 16 19*2, Launch 21*2, 40 7*2, 11 - Click!
Fissuring Slash
236236A
600*4, 900 R 80 94 Long All 3 B*4, H 13 2(4)2(4)2(7)4(13)3 18+14L -16 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 24 7*4, 11 - Click!
Air Fissuring Slash
j.236A
600*2, 900 R 80 94 Long All 3 H 13 2(4)2(10)3 Until L+7 - 16 19*2, Launch 21*2, 40 7*2, 11 - Click!
  • Hold up/down to steer Jubei in that direction.
Air Fissuring Slash
j.236236A
600*4, 900 R 80 94 Long All 3 H 13 2(4)2(4)2(7)4(13)3 Until L+14 - 16 19*3, Launch*2 21*3, 40, 40 + GBounce + Down 24 7*4, 11 - Click!
  • Hold up/down to steer Jubei in that direction.
Fissuring Slash (1)
During Lotus: 236A
600 R 80 94 Long All 3 B 13 3 17 -3 16 19 21 7 - Click!
Air Fissuring Slash (1)
During Lotus: j.236A
600 R 80 94 Long All 3 H 11 3 17 - 16 19 21 7 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can only be used once per jump.
  • Can cancel into folloups 13-18F
Fissuring Slash (2)
During Lotus: 236A > A
600 R 80 94 Long All 3 B 8 3 17 -3 16 19 21 7 - Click!
  • Can cancel into folloups during active frames.
  • Can cancel into folloups 11-16F
Air Fissuring Slash (2)
During Lotus: j.236A > A
600 R 80 94 Long All 3 H 8 3 17 - 16 19 21 7 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into folloups 8-13F
Fissuring Slash (3)
During Lotus: 236A > AA
600 R 80 94 Long All 3 B 8 3 17 -3 16 19 21 7 - Click!
  • Can cancel into folloups during active frames.
  • Can cancel into folloups 8-13F
Air Fissuring Slash (3)
During Lotus: j.236A > AA
600 R 80 94 Long All 3 H 8 3 17 - 16 19 21 7 - Click!
  • Can cancel into folloups during active frames.
  • Can cancel into folloups 8-13F
Fissuring Slash (4)
During Lotus: 236A > AAA
600 R 80 94 Long All 3 B 8 3 20 -6 16 19 21 7 - Click!
  • Can cancel into folloups 8-13F
Air Fissuring Slash (4)
During Lotus: j.236A > AAA
600 R 80 94 Long All 3 H 8 3 20 - 16 19 21 7 - Click!
  • Hold up/down to steer Jubei in that direction.
  • Can cancel into folloups 8-13F
Fissuring Slash (5)
During Lotus: 236A > AAAA
1200 R 80 89 Long All 3 H 9 3 23+9L -18 16 Launch 60 + WBounce + Slide 29 7 - Click!
Air Fissuring Slash (5)
During Lotus: j.236A > AAAA
1200 R 80 89 Long All 3 H 9 3 Until L+9 - 16 Launch 60 + WBounce + Slide 29 7 - Click!
Launch
During Lotus: 236A > 5B
800 R 80 89 Long All 3 H 12 4 19+12L -18 16 Launch 28 7 - Click!
  • Can cancel into folloups 12-27F
Air Launch
During Lotus: j.236A > 5B
800 R 80 89 Long All 3 H 12 4 Until L+12 - 16 Launch 28 7 - Click!
  • Can cancel into folloups 12-27F
Form ONE: Shadow Wolf
During Lotus: 236A > 6B
950 R 90 92 Long Low 4 F 13 2 22 -5 18 Launch 30 + Down 24 20 - Click!
  • Can cancel into Rising Justice on hit
Air Form ONE: Shadow Wolf
During Lotus: j.236A > 6B
950 R 90 92 Long Low 4 F Until L+5 2 22 -5 18 Launch 30 + Down 24 20 - Click!
  • Can cancel into Rising Justice on hit
Form TWO: Demon Fox
During Lotus: 236A > 4B (Air OK)
870 R 80 92 Normal High/Air 4 H 15 3 12+11L 4 18 23 40 + Slide 20 12 - Click!
Form THREE: Ranjishi
During Lotus: 236A > C (Air OK)
300*n, 600 R 100 79 Normal All 3 H*n, B 19 6,3*n(8)4 24 -11 16 17*n, Launch 60 1/-1*n, 11 - Click!
Form FOUR: Black Panther
During Lotus: 236A > 646C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B 22 [48] 3 [1] 16+9L - 20 Launch 60 20 - Click!
  • Fatal Counter
  • Values in [] are for Max charge
Form FOUR: Black Panther
During Lotus: j.236A > 646C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B Until L+5
[Until L+26]
3 [1] 16+9L - 20 - 60 20 - Click!
  • Fatal Counter
  • Values in [] are for Max charge
Divine Form (advancing)
During Lotus: 236A > 6D (air OK)
- - - - - - - - - - Total 25+5L - - - - - - Click!
  • Can pass through opponent 7-17F
Divine Form (retreating)
During Lotus: 236A > 4D (air OK)
- - - - - - - - - - Total 31+5L - - - - - - Click!
  • Can pass through opponent 13-23F
Rising Justice
236C
800 R 80 85 Normal All 2 P1* 30 300 Total 53 0 13 14 14 0/+10 - Click!
  • 300F Duration
Air Rising Justice
j.236C
800 R 80 85 Normal All 2 P1* 30 300 Total 61+3L - 13 14 14 0/+10 - Click!
  • 300F Duration
Form ONE: Shadow Wolf
236B
950 R 90 92 Long Low/Air 4 F 13 2 26 -9 18 Launch 30 + Down 24 20 - Click!
  • Fatal Counter
  • Can cancel into Rising Justice on hit. Can cancel into Lotus on hit/block
Form TWO: Demon Fox
214B
870 R 80 92 Normal High/Air 4 H 25 3 9+10L - 18 23 40 + Slide 20 12 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form TWO: Demon Fox
j.214B
870 R 80 92 Normal High/Air 4 H 17 3 13+11L - 18 23 40 + Slide 20 12 - Click!
  • Can only be used once per jump
Form THREE: Ranjishi
214C
300*n, 600 R 100 79 Normal All 3 H*n, B 16 6,3*n(8)4 24 -11 16 17*n, Launch 60 1/-1*n, 11 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Air Form THREE: Ranjishi
j.214C
300*n, 600 R 100 79 Normal All 3 H*n, B 15 3*n(8)4 24 -11 16 17*n, Launch 60 1/-1*n, 11 - Click!
  • Can cancel into Immovable Object: Lotus on hit/block
Form FOUR: Black Panther
632146C
1100 [1600] R 90 [50] 94 Normal All [Unblockable] 5 B 21
[49]
3 [1] 16+9L - 20 Launch 60 20 - Click!
  • Fatal Counter
  • Can cancel into Immovable Object: Lotus on hit/block
  • Values in [] are for Max charge
Divine Form (advancing)
j.236D
- - - - - - - - - - Total 23 - - - - - - Click!
  • Can pass through opponent 4-16F
Divine Form (retreating)
j.214D
- - - - - - - - - - Total 23 - - - - - - Click!
  • Can pass through opponent 4-16F
Backdash > 6 - - - - - - - - - - Total 20 - - - - - - Click!
  • Can cancel into all actions 9F onwards
Run Through Opponent - - - - - - - - - - Total 21 - - - - - 1-7 All Click!
  • Can pass through opponent 1-17F
  • Need to be running for 7F before this move is available
  • Hold 3 to not run through opponent

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Twin Guardians: Mourning Shore
j.236236D
1000, 200*n, 2500
[1000, 200*n, 800*5]
R 80 84 Long All 5 H 4+1 Until L 40 - - Launch 100 1*n, 0 [0/+3*5], +20 1-Until L All Click!
  • Values in [] are during OD
  • Only does final slash on successful hit
  • Minimum Damage 20%: 700+40*n [1000+40*n]
Twin Guardians: Mourning Shore (Mark)
j.236236D
1250, 200*n, 2500
[1250, 200*n, 800*5]
R - - Long All - H 4+1 Until L 40 - - Launch 100 1*n, 0 [0/+3*5], +20 1-Until L All Click!
  • Values in [] are during OD
  • Jubei appears above and behind opponent before attacking.
  • Only does followup slashes on successful hit
  • Minimum Damage 20%: 750+40*n [1050+40*n]
Thousand Hands: Roaring Pillar
236236D
1000*2, 2000
[1000*2, 400*9]
R 80 84 Long All 5 B 12+1 12 39 -30 20 Crumple 40 Stand 2, 0*2
[2, 0*9]
- Click!
  • Values in [] are during OD
  • Only does 1 hit on block
  • Minimum Damage 20%: 800 [1120]
Thousand Hands: Roaring Pillar (Mark)
236236D
1250*2, 2000
[1250*2, 400*9]
R 80 84 Long All 5 B 12+1 12 39 -30 20 Crumple 40 Stand 2, 0*2
[2, 0*9]
- Click!
  • Values in [] are during OD
  • Jubei appears behind opponent before attacking
  • Minimum Damage 20%: 900 [1220]
Immovable Object: Lotus
360A
- - - - - - - - 3+0 - 1 - - - - - -
[1-3 All]
Click!
  • Values in [] are during OD
  • Can only be used once per round

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Miroku: Spherical Illusion
during OD: ABCD
600, 1100*2
{600, 1100*2, 3000}
- 100 100 Long All 100 B 20 [10] 3 34 -10 26 Launch 60 20, 12 1-22 All
[1-12 All]
Click!
  • Values in [] are during OD
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 280 {580+58}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
Inv.Attribute and Hitbox Invincibility information. Hitbox
Asura: Thunderbird Rising
6321463214C
0, 4300*9, 9000, 20000 - 100 94 Long All 5 B 4+7 3 83 -67 18 - - - 1-13 All Click!
  • 180F Heat Gauge Cooldown

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Jump, Special
5B[1] 6A 2B, 6B 5C, 2C, 5D Jump, Special
5C 6A 6B 2C, 3C 5D Jump[-], Special
5D - - - - Special[-] (2nd hit)
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D Throw, Special
2B[1] 6A 6B 5C, 2C, 3C 5D Special
2C - - - j.D, j.6D Jump, Special
3C - - - 5D Jump[-], Special
6A (attack) - - - - Special
6B (attack) - - - - Jump (2nd hit), Special (2nd hit)
6C - - - 5D Special
Air Revolver Action Table
A B C D Cancels
j.A - - - j.D, j.6D Throw, Jump, Special
j.B - - - j.D, j.6D Jump, Special
j.C - - - j.D, j.6D Jump, Special
j.2C - - - j.D, j.6D Special
j.D - - - - Special[-] (2nd hit)
j.6D - - - - Special[-] (2nd hit)
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Jubei/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc